Tag: Dishonored

  • All that Glitters is Not Gold: Thief Review

    Thief Logo

    When Dishonored was released in October 2012, it hit gaming like a revelation, a breath of fresh air for gamers used to wading through the sequels and spin-offs that usually accompany the final years of a console generation. August, thankfully, had seen Sleeping Dogs revitalize the sandbox/action/crime genre, and Dishonored followed suit for first-person games, eschewing convention and breaking classifications.

    It was a masterful work of contradictions, with open levels that invited exploration and examination in first-person, equal opportunities for nail-biting stealth and all-out carnage, a story that blended intrigue and betrayals with just enough of the supernatural, and a moral choice system that made you work to find solutions beyond simple murder.

    The game received high praise from critics, players and other developers, but there was a sect of gaming where it was seen as more of a continuation of tradition than something brand new. This sect, myself included, used a single word when trying to describe what Dishonored had tapped into: “Thief.”

    Thief TDP

    Originally released in November 1998, Thief: The Dark Project was received in a similar fashion to its later spiritual successor, and it is possible the praise it garnered was even higher at the time. PC games had been growing steadily more ambitious for years: Half-Life came out a mere three weeks before Thief, System Shock 2 followed a year later, and Deus Ex arrived six months after that.

    Where Thief excelled was open-ended levels that not only encouraged, but demanded that players use cunning, critical thinking, and a variety of tools and skills to navigate to the objective. If you’ve played Dishonored, you get the general idea, except Thief’s ambition and execution preceded it by fourteen years. I can still remember playing the original, and being absolutely enthralled by things like rope, water, and moss arrows.

    Thief II: The Metal Age came out in February 2000, and was even more beloved than the original; to this day, most Thief fans still point to it as the high-point of the series. The core concepts remained the same, but the story was deeper, darker, and held more legitimate consequences for those involved. The third installment, Thief: Deadly Shadows, added the element of The City as a hub between missions, where players could buy and sell goods, or take on side quests and odd jobs. Deadly Shadows was the only previous Thief to appear on consoles.

    After Deadly Shadows in 2004, Garrett and crew disappeared into the darkness; the studio that developed Deadly Shadows closed soon after, and the series passed into gaming memory. It wasn’t until 2009 that Eidos Montreal revealed they were working on “Thi4f;” the studio had only been around since 2007, and their only other project at the time was Deus Ex: Human Revolution. It saddens me to say that as of March 4, 2014 twenty-seven people were laid off from the studio. Keep reading, though, and that decision may seem in the company’s best interests.

    Photo courtesy rubberchickengames.com
    Photo courtesy rubberchickengames.com

    Over the development cycle, the game that was released two weeks ago simply as Thief went through numerous changes; for instance, the “4” was dropped because the game was no longer a sequel, in addition to the fact that “Thi4f” is a stupid name. The developers toyed with numerous ideas, and games like Assassin’s Creed, BioShock, Splinter Cell, and even Dishonored impacted the final product. The extended development cycle also lead to the game being developed for two different console generations, as well as PC.

    The end result is a new title that takes place several hundred years after the original games. The protagonist, still named Garrett, is potentially a descendent of the previous character; other characters share similar naming connections, and clues / references can be found throughout the game to The City’s past. The game opens with Garrett and his sometimes partner Erin trying to steal a rare, supposedly supernatural item from the baron who rules this time period. Things go horribly wrong, Garrett is presumed dead, and a year passes during which a strange plague starts to take hold in the city.

    I’m going to stop there. Have you played Dishonored? Then you’ve played a much more compelling version of this story, which is mostly nonsensical garbage. It jumps all over the place, characters come and go seemingly at random, and things just kind of happen without resolution. There are supernatural forces, secret orders, conspiracies, civil unrest, family secrets, and the like all just kind of shoved in there; Garrett see-saws between reluctant hero, anti-hero, hero, and asshole mid-conversation. The final cutscene literally confused me so badly I looked it up and watched it multiple times, and it still makes no damn sense. At this point, I’m going to briefly deal with the “why” of this issue, as I think it may be of some importance.

    The story is told, like in most game of this ilk, through a mix of in-game events, scenes rendered with the game’s engine, and a few CGI cutscenes; interestingly, these are not the same CGI used in the trailers, which is far superior. These moderate-production bits are scattered seemingly at random throughout the game, and somehow don’t ever seem to really mesh with the rest of the events. Oddly enough, they also aren’t as sharp-looking as the scenes rendered using the in-game engine, which makes their inclusion questionable.

    My half-baked theory is that these scenes were produced, probably at considerable cost, earlier in the game’s development. As time wore on, the story and concepts changed, but these few videos represented too big an investment to simply throw away. As a result, the developers found themselves obligated to try and bend the story in ways to keep these scenes viable. I know how that sounds, but trust me, if you play the game all the way through it will seem a lot more grounded.

    The other massive blow to presentation, content notwithstanding, is unfortunately the game-rendered scenes as well; they have better lighting, character detail, and animation, but also have one major flaw. In these scenes, as reported across all platforms, and verified by myself and Erich on PC and Xbox One, the audio and animation are so badly out-of-sync they become almost unwatchable. Not just characters’ lips and voices, either, but the sound and video for entire scenes alternate lagging behind or jumping ahead of one another to a jarring degree.

    This is a real shame in some of the game’s better scenes, when I would have genuinely enjoyed being able to just take in the dialogue and atmosphere. One character in particular, Basso, is extremely well-realized; he’s Garrett’s handler, job contact, fence, and sometimes friend, and their conversations are the high-point of the game. The low-point is undoubtedly Erin, who’s basically a Hot Topic cashier dropped into a Thief game with her diary as her script. The story’s biggest drawback is that they expect the player to give a shit about her, which I never once managed to do.

    You couldn’t be blamed at this point for wondering why I took the time to keep playing this game, let alone beat it in just under a week, and so I’d better offer an explanation. Without too much run-around, I found the gameplay to be genuinely engaging, if not necessarily fresh or innovative. Running around, hiding in shadows, using tools and trick arrows to move through the levels was fun; seeing the glint of some trinket and knowing immediately that I was going to risk getting caught just to nab it only lost its luster toward the end.

    The game is set up with The City as a hub, with your base in the giant clock tower near the center, and a shop to buy supplies and upgrades just a few rooftops over. Navigating is a mixture of fun and frustration, as well-designed paths sometimes end abruptly, or force you to go around seemingly benign obstacles. The game doesn’t have a “jump” button, and instead gives you a context-sensitive “action” button that either works perfectly or fails inexplicably at the worst possible moments.

    Thief Hub

    The City is not seamless, but instead there are two types of “loading” screens you can encounter, one which requires you to jimmy open a window with a crowbar, and one which has you lift a fallen beam out of the way in crawlspaces. Of course, not all windows and crawlspaces are load screens – some just lead to small rooms with collectible loot – and so moving around the hub isn’t as smooth as it could be.

    Starting each mission usually requires you to go chat with various characters around the city and progress the story, and then head for a certain spot on the map. As the story progresses, certain things about the map may shift and change, and what was once a clear path may suddenly be blocked or more heavily guarded. The game shines at these moments, forcing you to carefully be on the lookout for grates you can slip through, traps you can disarm, or objects you can shoot with blunt arrows and make a new path.

    Each mission takes place in its own self-contained level, and while you still have multiple paths to choose from, they don’t feel as open-ended on approach. The most frustrating moments are when the game intentionally sends you into a heavily-guarded area only to have Garrett encounter a locked door or barred gate, at which point some new means of approach becomes clear. Each level comes with its own various collectibles and unique pieces of loot, as well as dozens of little trinkets to nab along the way, or documents to collect that deepen the story or offer clues to your objective.

    These items are often hidden in locations you need to be actively searching for, or that you need to listen to conversations around you to become aware of. Often you’ll need to follow a guard or civilian and slip in unnoticed after they unlock a door or activate a switch. There is a serviceable lock-pick mechanic in the game, and sometimes you’ll need to have purchased the wrench or wire-cutter tool to access a certain area. I found myself seeking out the chances in earlier levels to explore for secrets, but by the last mission I was more concerned with getting to the next objective, especially since spare cash was in no short supply by that point.

    thief-preview-gd-2

    Each mission grades you on your performance with one of three monikers: Ghost, Opportunist, or Predator. Predator if self-explanatory, and given if takedowns and murders were your style; Ghost is awarded for making as little an impact as possible, never even giving guards a reason to be alarmed. I got Opportunist on almost every level, meaning I was willing to use the environment, traps, and distractions to my advantage to get past guards. I still managed to make it through the entire game without getting spotted or killing someone, and the only takedowns I had were those mandated by the game at certain points.

    The meta-game to this mechanic is that the optional objective for each mission changes depending on what your play style was. For example, a Ghost might have needed to pickpocket six guards, an Opportunist to disarm five traps, or a Predator to get five kills with fire arrows. Completing the corresponding objective nets you extra gold. I got about half of these just by playing the level, but was frustrated that the game only gives explanations of these mechanics in one place: Loading screen tips. Apparently, you can keep track of these objectives from a menu, but I didn’t find that until the second-to-last mission.

    I will give the developers credit for at least trying to reward varied play styles. To be honest, I can’t imagine playing the game in an aggressive fashion, because the combat system, even when using arrows, simply isn’t geared toward direct confrontation. Many reviews complained that the melee “combat” is nothing more than a system of dodging and weak attacks with your blackjack, but my response there is simply “You’re playing a game called Thief; why the Hell are you in combat?” True, this leads to a lot of reloading saves if you get spotted, but since that’s the same way I played Dishonored, it didn’t bother me that much.

    thief-5

    The game does have some flawed and ill-advised mechanics. There are occasional bits of third-person platforming, and in addition to looking really silly, it’s not always clear where you should be going. The map is useless for anything other than getting your general bearings, which is frustrating when you climb up three stories and use a precious rope arrow only to discover a room with some generic loot instead of a way forward through the mission. There are “loud” surfaces like broken glass and water in some places, as well as dogs or birds that can make noise and bring guards; I never seemed to get a handle on when and why any of these things attracted attention, even after repeated trips through the same area.

    Garrett can do something called a “swoop,” where he dashes quickly across a short space in any direction; sometimes I could do this past four guards in front of a torch and never be spotted, but then try and do it past a single enemy in total darkness and immediately alert him. Combined with the occasional failure of the contextual action button, and the unpredictable nature of what does and doesn’t constitute being “in the shadows,” this probably led to more reloaded saves than anything else in the game.

    The other so-so mechanic is Garrett’s supernatural ability to “focus,” highlighting people and objects of interest, which can be upgraded so that you move more quietly, deal more damage, pick locks faster, etc. while it’s active. On the difficult level I played through on, it didn’t regenerate automatically, and had to be replenished by finding and consuming poppies in the world. Thing is, even when empty, I could still hit the button and everything of interest would flash with a blue glow that slowly faded. I actually found myself preferring this method, and would intentionally drain my focus meter anytime the game refilled it.

    There are a few missions that contain environmental hazards or run-for-your life scenarios, usually involving scripted events of guards spotting you or something catching on fire. The best of these is also the worst, as it involves what should be a breakneck race to get out of a burning, collapsing structure. Instead, what happened was that the scripted events to open a new path, or the ever-cursed action button, wouldn’t work properly, and I’d find myself falling to my death or burning alive before reloading a save.

    Photo courtesy gamehdw.com
    Photo courtesy gamehdw.com

    The missions can be played back through, but the method of doing so makes so little sense it baffles me. Upon completing the game, you’re told that you can replay missions and try to get all the collectibles. Being a gamer, I assumed this would either be done from a menu, or some sort of journal / display case in the clock tower, where there are journals and display cases for all of the collectibles. No such luck, and the map wasn’t helping, either. In the end, I went online to discover that you have to find the original mission start point in The City to replay a mission. Start points which, despite the fact that Garrett has already been there, don’t appear on the map in-game.

    This knowledge of how to replay missions is apparently hidden in a loading screen tip as well, along with this bit of info: Basso can offer you side-mission that require you to steal unique loot from various places around the city. I had read reviews that talked about side-missions, but never encountered the ability to start one, and the game doesn’t give you that information freely. In fact, the game doesn’t really make it clear that you can go to various shops or talk to other characters between missions; after each mission, it drops you back in the clock tower with an objective indicator, and you’re off to have a story-driven conversation or two before the next chapter begins.

    I think, in the end, that cycle may be a fitting analogy for this game as a whole: Pointed in one direction and told to go, sometimes without context, while other possibilities get bypassed unknowingly. I don’t think it’s nearly as bad as other reviewers say, and I found the game to be enjoyable and enticing during the campaign. I honestly don’t know if I’ll go back for side-missions or extra unique loot, though I might play any extra content or full expansions that may come along.

    Thief Base

    If you were wondering why I said I was “saddened” about the layoffs at the studio mentioned earlier, beyond people losing their jobs being sad, look no further than Deus Ex: Human Revolution. I think my words here – long development, uncertain mechanics, unfocused story – could have applied directly to it, as well, when it was released. The developers in that case got a second chance with the “director’s cut” version that came out last year, and was widely seen as being superior to the original product. This is also the studio that brought us the Tomb Raider reboot, which saw the updated “definitive edition” come out recently, albeit a different team within the studio.

    I feel like Thief could be easily upgraded from a mediocre experience to a good, at times great experience if given a similar chance to be expanded, polished, and sent back out again. In the long run, though, that’s no excuse for releasing a title with obvious flaws, lackluster design, and broken mechanics. The cutscene sound and audio issues alone should have raised some flags, though its likely publisher Square Enix would not have brokered further delays. As it stands, Thief is the tarnished silver knock-off to its successors, as opposed to the platinum tribute of craftsmanship apparent in Dishonored.

    I played Thief on PC. It is also available on [amazon_link id=”B00CYNTHA0″ target=”_blank” container=”” container_class=”” ]360, One, PS3, PS4.[/amazon_link]

  • Rumor Control: Prey 2 Back In Development

    Photo courtesy vgblogger.com
    Photo courtesy vgblogger.com

    Prey 2 is the game that will not die and that makes me a happy person. The open world sci-fi game began development over three years ago and has hit its share of speed bumps including multiple delays and even rumors that Bethesda had killed the project all together.

    Now comes word that Prey 2 has found new life again, this time at [amazon_link id=”B005C2D1YI” target=”_blank” container=”” container_class=”” ]Dishonored[/amazon_link] developer Arkane Studios. We liked Dishonored and gave it an 8.0 review last year. I have been hoping Bethesda would not give up hope on Prey 2 and it looks like they are letting a now proven hitmaker take a stab at finishing it.

  • Ready For More Dishonored? Bethesda Is.

    New Hit Has Publisher Seeing Dollar Signs.

    In an interview with Destructoid Bethesda’s Pete Hines said that the game’s sales were above what the company had projected and it now appears they have a new franchise on their hands.

    “I can tell you that Dishonored is far exceeding our sales expectations, which is especially cool considering it’s new IP facing a host of well-established franchises this quarter.We did terrific numbers again this past weekend, both in stores and on Steam, where Dishonored was listed as the #1 selling title over the holiday weekend. And Dishonored has really sold well overseas. So, we’re very pleased and appreciate all the fans that have supported Dishonored and Arkane. We clearly have a new franchise.”

    Have you played Dishonored yet? If so, are you excited that the title appears to be getting sequels in the future?

    Check out our review of Dishonored here to see what we thought of the game.

  • Review: Dishonored

    Fun? Yes. Satisfying….Mostly.

    One of the most wanted games coming out of this year’s E3 was easily [amazon_link id=”B005C2D2MO” target=”_blank” container=”” container_class=”” ]Dishonored[/amazon_link]. With its unique blend of artistic styles (think steampunk meets Half-Life) and first person stealth play it was easy to see why it won so many “best of E3” awards. Now the game is finally here. Can it live up to a lot of the lofty expectations put upon it?

    The answer is: mostly.

    dishonored1

    Dishonored thrusts you in the role of Corvo Attano, who is the Lord Protector for the Empress of the city of Dunwall. He has returned home from a crucial mission when assassins appear and kill the Empress and abduct her daughter Emily. You are taken into custody thought to be the murderer and in the jail is where your adventure begins.

    A note from a friend with the key to your cell makes its way to you and after you escape you are brought to The Hound Pits bar where you meet the people who released you. They are part of a small movement who realize you are innocent and that there is treachery in the city of Dunwall. The bar will be your main hub from where you will be given missions and begin to search for Emily and try and take the city back.

    The city of Dunwall isn’t really an open world experience but the amount that you get to traverse on any given mission is sizable. There is no denying the detail and beauty in the old Victorian style. Buildings range from the ornate to the completely desolate depending on what part of the city you happen to be in but it never truly feels alive like the first time you walked around Rapture in Bioshock which you can’t help but compare this game to when you are playing.

    Dishonored-1

    “Blinking” is so in these days.

    Corvo’s ability to traverse Dunwall effectively and use either stealth or straight forward attacks is fun because of the sheer amount of unlockables in his inventory. Your main weapon of choice is a sword but much like the previously mentioned Bioshock you have the ability to dual wield a host of different abilities. Pistols, crossbows with sleep darts or incendiary arrows or you other magical abilities are use with your left hand. One negative is that you are given two different ways to access your abilities: the “quick” pull up with the d-pad and the ability wheel which pauses gameplay and lets you choose among all of your special attacks. The problem comes in the middle of combat when you need more than four options on the d-pad to quickly pull up because whenever you decide to use something not on your quick list the pausing of gameplay takes away from the free-flowing feel of combat.

    Your main magical use will most likely be the “blink” ability which is a quick teleport that can be upgraded to go over greater distances. You will need to use blink effectively if you want to hop from rooftop to rooftop or escape from a group of enemies effectively. For the most part it works as it is supposed to but sometimes you will be left not hopping onto ledges as you need to and if you are in the middle of combat it can be a little annoying. It does feel really good to get the jump on an enemy by blinking right in front of them and burying your knife in their throat though.

    The way you gain new abilities is by finding runes and bone charms throughout the city. The runes can be used to upgrade your abilities like slowing time, possessing animal or man and even releasing an infected rat swarm to devour an opponent. Likewise bone charms are used to add perks to your game such as health and mana increases, enemy grenades not exploding for longer or ammo pickups being more frequent. Now you are not just blindly wandering around levels in search for these items you are given a mystical heart that shows you how far away these enchantments are.

    229153-dishonored-preorder

    Let’s create some chaos.

    The story in Dishonored is not bad but a little on the weak side. After a good beginning it really becomes a bit bogged down with characters that are not ever really fleshed out so when we should feel a sense of caring for fallen people or betrayal by others I was only listening to understand the next mission. It is a shame really because the game sets up itself well enough with you wanting to rescue the Empress’s daughter but by the time a big event in the game happens (which anyone worth their salt can see coming a few missions before) you are not focused wholly on the story anymore. Maybe I was detached too early or expecting more out of it.

    Arkane has done a good job with cause and effect in the game. Determined on how you conduct yourself during the game you will be treated differently by NPC’s and have alternate endings. You can choose to go through the game by straight up knifing and exploding anyone you find or you can go the exact opposite route and play the entirety of the game without killing a soul. At the end of each mission you are given a rundown of your effectiveness and given a high or low chaos rating which goes towards how your game will play out. I tried to get a good mix going of both but soon realized that I just like stabbing people too much and went straight high chaos. Dishonored encourages multiple playthroughs with how the city is affected by your actions which is a fresh approach. High chaos will see the city become more overrun with infected plague rats and weepers (infected humans that serve as a “zombie” type character) as well as the number of guards will be increased. Fans of games like Thief or early Splinter Cell’s will most certainly want to take the extra time and go complete stealth for the lower guard totals and clean hands achievement. You will need to keep your chaos rating under 20% to get a low ranking.

    dishonored

    [amazon_link id=”B005C2D2MO” target=”_blank” container=”” container_class=”” ]Dishonored[/amazon_link] is an ambitious title. There is no denying that. Arkane has attempted to fuse the best of many classic games like Thief, Half-Life, Splinter Cell and Bioshock into one package. For the most part they have succeeded. The game is aesthetically beautiful but never feels truly like its own entity like Rapture. I enjoyed my time with Dishonored thoroughly but never really attached myself to the story that I was hoping would be stronger than it was. It is refreshing in places but does not reach the heights that I was hoping it could. You can not go wrong picking this up if you are a fan of any of the previously mentioned games just keep your expectations in check. You may believe it is a game of the year candidate like many reviewers have said but as for me it was a very good game that tripped up in a few places.

     

    NERD RATING- 8/10

  • New Game Releases. October 9, 2012

    Stealth Steampunk And The Return Of Real Time UFO Defense.

    [amazon_link id=”B005C2D2MO” target=”_blank” container=”” container_class=”” ]Dishonored[/amazon_link] (360, PS3, PC) $59.99

    One of the most unique looking games of the past year that has been on our radars finally releases today. Bethesda’s first person game mixes a little Bioshock, Half-Life and Thief and places the game in a Victorian, steampunk environment and leaves the options up to players on how to seek out your revenge. The game can be played (according to the creators) with killing no one or you can go through and have a bloodbath.

    [amazon_link id=”B006WQR3GA” target=”_blank” container=”” container_class=”” ]XCOM: Enemy Unknown[/amazon_link] (360, PS3, PC) $59.99

    Firaxis brings back the classic strategy game to a new generation. Control the XCOM force and keep the world safe from an alien invasion. Take your squads out to meet the threat head on using a cover based real time strategy play style that requires more patience than running in blind to a firefight so some Call of Duty fans may not be able to grasp it.

    The Walking Dead Episode 4: Around Every Corner (XBLA, PSN) $4.99, 800 MS Points

    Telltale’s wonderful game based on the comic book reaches its penultimate episode. Lee and the group of survivors have finally made it to Macon but will there be the relief that they all have been searching for? My magic 8-ball says no. If you have not been playing this game and don’t want to download all the episodes separately don’t worry, they will all be released on disc in December.

    [amazon_link id=”B0050SY8UK” target=”_blank” container=”” container_class=”” ]Fable: The Journey[/amazon_link] (360) $49.99

    Fable continues on after the departure of Peter Molyneux. This game has been pointed at as the reason Molyneux left Lionhead Studios to create yet another studio. The game will be used strictly with the Kinect to attack, cast spells and travel with your horse throughout Albion. I wish there were a lot of kind words to say about this but it seems the the Fable franchise is still in decline since Fable 2.

    [amazon_link id=”B0086V5UF0″ target=”_blank” container=”” container_class=”” ]Just Dance 4[/amazon_link] (360, PS3, Wii, Wii U) $39.99- $49.99

    Another fall is here so that means another iteration of the best selling dance game. I am sure that Sony and Microsoft enjoy these games since they give players a reason to use the Kinect and Move. The roster this year includes “music” from “artists” like Justin Beiber, Flo Rida, Maroon 5 and human punching bag Rihanna.

     

    Next week get ready to return to hell with Doom 3: BFG Edition and Daniel Craig returns to take on six classic Bond missions in 007 Legends.

    Happy gaming!!!

  • 2012 Fall/ Winter Video Game Preview Part 1

     

     

     

    • Borderlands 2- Sept. 18 (360, PS3, PC)

    Time for more cell-shaded, weapon upgrading madness on the planet of Pandora. New characters, weapons and equipment mods are just the beginning to this sequel of the best-selling shooter. Three new classes (Gunzerker, Ninja and Commando) will be introduced and every weapon will be brand new for the sequel. While the single player was fun in the first game the real insanity was in the two or four player co-op mode which one can only guess will be even crazier this go round. Not to mention the insane collector’s editions for the game.

     

    • Street Fighter: 25th Anniversary Collector’s Edition- Sept. 18 (360, PS3)

    Capcom is celebrating the 25th anniversary of Street Fighter with a $150 collection that includes: Street Fight X Tekken, Super Street Fighter 4 Arcade Edition, Super Street Fighter 2 HD Remix, Street Fighter 3: Third Strike Online Edition, a Street Fighter Blu-Ray documentary, Street Fighter 2, 4 and Super Street Fighter 4 anime movies, every episode of the Street Fighter anime series, an 11 disc soundtrack set, 64-page hardcover book, replica Ryu belt and an eight inch Ryu statue. Tired of reading yet? Say what you will of all the collector’s editions these days it seems Capcom gets it with this release.

     

    • Family Guy: Back to the Multiverse- Sept. 25 (360, PS3)

    Maybe getting lost in how awesome the South Park game slated for next year is looking is the fact that the Griffins have a game coming out this fall. Whether it is written by manatees or not remains to be seen but we do know that the game is being written by the team that does the show and that Activision is not shying away from an M rating. A sequel to the season eight episode “Road to the Multiverse”, the game sees Stewie and Brian making their way through alternate realities as Stewie’s evil brother Bertram tries to kill them.

     

    • World of Warcraft: Mists of Pandaria- Sept. 25 (PC)

    Blizzard is unleashing the pandas on us!! Have you ever wanted to play as Po from Kung-Fu Panda in Azeroth? Well now’s your chance mofos! And you know Blizzard has to keep their gravy train rolling so you will be able to buy the game in three editions (standard, deluxe and collector’s). How much do you want to panda around?

     

    • Resident Evil 6- Oct. 2 (360,PS3)

    Set to have three branching storylines with three past Resident Evil characters, Resident Evil 6 is certainly the most ambitious of the series but I hope that it turns out better than the soul sucking that was Resident Evil 5. Chris Redfield, Sherry Birkin and Leon Kennedy take over main character duties with a large interconnecting story that will span the globe.

     

    • Dishonored- Oct. 9 (360, PS3, PC)

    Bethesda continues on their roll with this steampunk/stealth game that looks like Bioshock had a baby with Half-Life 2 in Victorian London. Completely in first person players take control of a former bodyguard who goes on a mission of revenge for being framed for a murder. Players also have the option to play the game without killing anyone ala Splinter Cell. But with the kill animations looking as sweet as they do that will not be an option for me.

     

    • Fable: The Journey- Oct. 9 (360)

    After absolutely loving Fable 2 and being more than disappointed with Fable 3 (and we won’t even get into Fable Heroes) it seems like the ambitious series started by Peter Molyneux was on shaky legs. Enter Fable: The Journey and their less than stellar showing at E3 over a year ago and that seems to have put everything on life support. Heck, Fable: The Journey is being touted as the reason Molyneux left Lionhead Studios….the studio he created. But the game is still barreling towards an October release date with all Kinect controls set in the land of Albion and one can only guess if it will be a Kinect revolution or Kinect Star Wars 2.

     

    • XCOM: Enemy Unknown- Oct. 9 (360, PS3, PC)

    Don’t worry fans of the original XCOM from the looks of gameplay videos the guys over at Firaxis are doing a good job of keeping the originals heavy strategy roots while also giving today’s gamer a bit more of a shooter vibe from this reinvention of the 1994 game. Squad mates have certain abilities like mind control and stealth ability to enhance the strategy battlefield experience.

     

    • 007 Legends- Oct. 16 (360, PS3, PC)

    Activision is back back in the 007 game after their solid remake of Goldeneye. This time they are taking on a variety of different Bond films which get their own expansive mission essentially linking all the movies together. To date the movies that have been announced are: Moonraker, On Her Majesty’s Secret Service, License to Kill, Die Another Day and the newest Bond film Skyfall which will be released as free DLC when the movie launches in November. The game even has Richard Kiel and Michael Lonsdale back in their roles of Jaws and Hugo Drax respectively. As a huge Bond fanatic (beyond a fan) this is one of my most looked forward to games this fall.

     

    • Doom 3: BFG Edition- Oct. 16 (360, PS3, PC)

    Hard to believe it has been eight years since Doom 3 blazed onto the PC with some of the best graphics ever seen in a shooter. And actually when you go back and look at the original Xbox version it can still pass for a first gen 360 title. Not too shabby for a game almost a decade old. Now the classic shooter is getting an HD upgrade and being packaged as the BFG edition. Only 40 bucks will get you Doom 3, the Resurrection of Evil DLC, a new single player campaign called The Lost mission as well as the original Doom and Doom 2 with achievement points and trophy support. It just may be the best video game deal of the holiday season.

     

    • Medal of Honor: Warfighter- Oct. 23 (360, PS3, PC)

    In the battle to overtake Call of Duty, EA has put a lot of focus on their Battlefield franchise and even though their reboot of Medal of Honor sold well it seems like the original war shooter franchise is kind of the red headed step child of the house that Madden built. This year brings a sequel titled Medal of Honor: Warfighter which is based on actual missions written by real Tier One operatives. With all the early attention that Battlefield received way before it’s release last year, it seems the new Medal of Honor is almost here with no fanfare. The franchise may have to settle for second fiddle….or third.

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